Thursday, September 28, 2017

A few weeks back, I did an interview with AppMasters. Their podcasts are full of valuable information intended to help you succeed in the mobile app business.Link to the Podcast: Game Design Tips from Sande Chen

Listen on to hear about the issues with designing for VR, educational game design, narrative design, and about transitioning into the game industry as a writer.Podcast Description

Today’s guest is one of the Game Industry’s Top 100 Most Influential Women and she shares her tips on educational and VR game design. You will also discover her process for writing game narratives and how freelancing while at her full-time job allowed her to be completely on her own.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 10 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and the Serious Games Summit D.C.

Thursday, September 21, 2017

In this response, Claire Baert describes her fascination with citizen science games and poses some questions about the practice.

This morning, like most days, I woke up early, had a latte, turned on
my computer and opened Gamasutra. Like most days, I'm looking for
articles discussing how games can help advance scientific research. But
this morning, for the first time, I found the article I was waiting for.
A blog post by Sande Chen,
featured by Gamasutra, and [re]titled: Why designers should embrace
'citizen science' . This was the trigger for me to start this blog, to
write about citizen science games and share my passion with the
Gamasutra community. In this first post, I will introduce many of the
citizen science games everyone can play to advance science, and briefly
introduce the different topics I will cover in the next posts.

My story with citizen science games began in 2013, in a small game
studio in the UK. I was researching free to play, casual browser games,
and was doing a quick play through the tutorials. Between Farmerama and
Grepolis, I had listed a game I had never heard of:Foldit.
First surprise, it's a client game. Second surprise, I'm taught how to
mutate a protein to form more hydrogen bonds, not that casual. Third
surprise, I'm doing real science. (Fourth surprise, first thing I did
when coming back home was downloading Foldit on my laptop.)

I quickly became fascinated with the concept of citizen science games
and started searching more of them. Not any kind of serious games, but
specifically games that allow us, players, to contribute to authentic
scientific research, without any scientific background. Games in which
we provide valuable scientific data, accelerate research by analysing
data, or solve complex scientific problems. Games that help diagnosis
and cure diseases or that can answer important scientific questions.

After learning how to fold proteins inFoldit, I learnt how to fold RNA molecules inEteRNA and DNA molecules in Phylo. By playing these puzzle games, we are helping eradicate diseases. On my phone, I shoot at parasites in MalariaSpot to diagnose malaria in blood smear, I'm growing a microbe colony for Colony B. I'm mapping the brain in EyewireandMozak, advancing the field of neuroscience. I also dared join the quantum computing field, moving quantum atoms in Quantum Moves, optimising quantum algorithms in the prototype of meQuanics and solving quantum error corrections inDecodoku. All these steps are important to build quantum computers. Recently I've been showing off my navigation skills (ahem) in Sea Hero Quest,
(and in VR!), to provide data to scientists researching dementia. With
almost 3 million players, Sea Hero Quest is the largest dementia study
in history.

Screenshot from Sea Hero Quest -VR

I loved the concept of citizen science games so much that about 2
years ago, I launched a website dedicated to them. It's called… well… Citizen Science Games.
For the content, I contacted many scientists and journalists, which led
to the opportunity to join one of the team. I am now bringing my
experience from the game industry to Stall Catchers, in which we annotate blood vessels to help answering questions about Alzheimer's disease.

Scientists have started harnessing our love for games to conduct
scientific research, sometimes on their own, sometimes with game
designers and developers. As Sande Chen reported in her post, they have
been using different design approaches: integration, gamification and
separation. Most of the games mentioned above are examples of
integration. The gameplay was designed around a scientific problem.
Stall Catchers uses game elements: we get points, accuracy feedback,
climb leader boards and participate in punctual competitions. To
illustrate the separation approach, I will use the example of EVE
Online. EVE Online is the first (and only) mainstream games that
integrated real citizen science activities, Project Discovery,
to the game. We are looking for exoplanets by analysing luminosity
measurements of stars. By reaching more than one million contributions
in one day, Project Discovery became one of the most successful online
citizen science project. This is also one of the rare citizen science
game having a few articles on Gamasutra, which recently covered the
launch of the second round of Project Discovery and an awesome GDC talk by CCP and MMOS.

Project Discovery

There is an increasing number of citizen science games. They generate
tangible results and publications and can lead to important
discoveries. Scientists write about design, mechanics, difficulties,
pitfalls, discoveries, results, recommendations. They try to understand
what motivates people to engage with these games. There is also some
controversies. Do games attract or retain participants in citizen
science project? Shall citizen science be gamified? Are games compatible
with serious and rigorous traditional scientific research? All these
questions find some answers in papers and will be discussed in future
posts.

How could more studios embrace the concept? What scientific problems
could be brought to existing games? What game genre would be best fitted
for citizen science projects? What would be the best ways to integrate
them? By starting this blog, I'm hoping to raise awareness about citizen
science games. I'm also hoping to establish contact and start
discussions with designers and developers interested in the genre.

And finally, I'm a big fan of this quote so I have to share it. It was written by Dara Mohammadi who was a scientific adviser on Sea Hero Quest:

"As a planet we spend 3 billion hours a week playing online games. If
even a fraction of that time can be harnessed for science, laboratories
around the world would have access to some rather impressive cognitive
machinery."

Thursday, September 14, 2017

Next week, on September 20, I will be holding another workshop through PlayCrafting NYC called Designing Games For Impact. While I have explored issues of concern to social impact games in past classes, my primary research focus has been broader and more centered on deepening emotional impact and meaningfulness in games. I relate findings from related disciplines like advertising, cinematography, and social psychology. Thus, I believe these classes are of interest not only to serious game developers but to entertainment game developers.

These emotional memories from one's life can also be tapped for stronger narrative. If you can learn to access the emotion from a past event, then you convey the same emotion in a fictional story. The focus of the next class will be on using personal autobiographical elements to create an emotional connection.

As always, Playcrafting NYC, which offers classes and events related to game development, offers Early Bird tickets, but if they sell out (and they have in the past), you'll have to pay full price.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness
the power of video games for non-entertainment purposes. Her career as a
writer, producer, and game designer has spanned over 15 years in the
game industry. Her game credits include 1999 Independent Games Festival
winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC
RPG of the Year, The Witcher, for which she was nominated for a Writers
Guild of America Award in Videogame Writing. She has spoken at
conferences around the globe, including the Game Developers Conference,
Game Education Summit, SXSW Interactive, Serious Play Conference, and
the Serious Games Summit D.C.

Friday, September 8, 2017

In this article, game designer Sande Chen discusses the concept of citizen science, and how it can be embraced by game designers.

On Monday, August 21, 2017, residents of the contiguous United States witnessed a total solar eclipse for the first time since 1979. Because of the rarity of the occurrence, which will not occur again in the U.S. until 2024, hundreds bought special eclipse glasses to watch, but some members of the public, as citizen scientists, aided in scientific research by sending temperature data to NASA or by recording animal behavior in a citizen science app like iNaturalist. Amateur photographers contributed to a time-lapse photo spread of the eclipse. Through the combined efforts of researchers and the public, a large amount of data was able to be collected about the total solar eclipse.

Total solar eclipse August 2017

Citizen science, which engages the public to participate in scientific research, is not a new practice. Communities of citizen scientists have been active in mapping the stars, counting butterflies, watching birds, and monitoring coral reefs. Could such communities be galvanized as game players, who through the process of playing games further scientific knowledge?Associate Professor Karen Schrier, Founding Director of the Games & Emerging Media program at Marist College, asks this very question and more in her book, Knowledge Games.

FoldIt,the protein folding puzzle game, is the most well-known example of this type of game. As documented in the article, "FoldIt Gamers Solve Riddle of HIV Enzyme Within 3 Weeks," the results from FoldIt players has led to scientific breakthroughs, research papers, and in improvements to AI algorithms. Yep, it turns out humans are better than computers at solving certain types of puzzles, especially those requiring intuition and a basis in cultural understanding.

In the past, I had an interesting challenge: to design a game to generate data about obesity rates and general health indicators over a period of a year. The project at first had more of a gamification focus and then morphed into the ARG Lumeria. It provided insights on designing and writing for wearable technology, which would serve as the main way of data collection. But Schrier argues that these games are more than just about gathering data, but about increasing knowledge, which is why she uses the term, knowledge games, instead of other terms like "crowdsourced games" or "citizen science games." Data needs to be contextualized, analyzed, and interpreted. Games like Happy MothsandGalaxy Zoo, whichinvolve classification and categorization of images, do seem to be more about data sets, but as mentioned above, FoldIt and experiments like bullying sim SchoolLifehave demonstrated that the intuition shown in human thought processes may be used to improve algorithms or model behavior.

At present, there appears to be three design approaches for knowledge games.

Gamification- In games like Happy Moths, players receive scores based on tasks. The common highlights of gamification are present: leaderboards, high scores, badges, game elements rather than gameplay.

Separation - In some games, like Reverse the Odds, the gameplay is separate from the knowledge-producing task. Instead, players in Reverse the Odds classify cancerous cells in order to earn potions to continue or better gameplay.

Integration - In games like FoldIt, the gameplay isessential to the knowledge-producing task. FoldIt players use the same tools as scientists would, but that is not necessarily the case. In Play to Cure: Genes in Space, players pilot a spaceship and by doing so in an optimal way, DNA microarrays from breast cancer research are analyzed. However, Schrier states that not all of these games are integrated fully or well, which may make the game feel like a construct, or wrapper, for the knowledge-producing task.

Besides the design of knowledge games, Schrier tackles many issues in her book concerning knowledge games, including the ethics of possibly profiting from such volunteerism (would they be player laborers?), or even the ethics of creating such games since they may not even be created for social good. Do knowledge games need to promote social change? There is also concern over who exactly is contributing and playing and if this "wisdom of the crowds" is acceptable. "What if," Schrier muses, "players work through the possible scenarios to tribal peace in The SUDAN Game, and the resulting finding is that two of the tribes need to be decimated?" These are interesting questions for interesting times. We may need to continue our exploration into knowledge games by creating more knowledge games.

Sande Chen is a writer and game designer whose work has spanned 10
years in the industry. Her credits include 1999 IGF winner Terminus,
2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the
founding members of the IGDA Game Design SIG.